Table of Contents

Class Audio

Namespace
Lime
Assembly
Lime.dll
public class Audio : Node, IDisposable, IAnimatorHost, IRenderChainBuilder, IAnimable, ICloneable
Inheritance
Audio
Implements
Inherited Members
Extension Methods

Constructors

Audio()

public Audio()

Fields

GloballyEnable

public static bool GloballyEnable

Field Value

bool

Properties

Action

[TangerineKeyframeColor(15)]
public AudioAction Action { get; set; }

Property Value

AudioAction

AuxiliaryPitch

public float AuxiliaryPitch { get; set; }

Property Value

float

AuxiliaryVolume

public float AuxiliaryVolume { get; set; }

Property Value

float

Continuous

[YuzuMember]
[TangerineKeyframeColor(27)]
public bool Continuous { get; set; }

Property Value

bool

Exclusive

Mute all audio channels withing same Group when this audio is playing. Multiple exclusive audio mute and unmute each other in stack order. FadeInTime and FadeTime are used for transitions between exclusive audio.

[YuzuMember]
[TangerineTooltip("Mute all audio channels within same audio group when this audio is playing.\nMultiple exclusive audio mute and unmute each other in stack order.\nUse Fade In Time and Fade Out Time for transitions.")]
public bool Exclusive { get; set; }

Property Value

bool

FadeInTime

[YuzuMember]
[TangerineKeyframeColor(21)]
[Validation.Range(0, Infinity)]
[TangerineDisplayName("Fade In Time")]
public float FadeInTime { get; set; }

Property Value

float

FadeTime

[YuzuMember]
[TangerineKeyframeColor(21)]
[Validation.Range(0, Infinity)]
[TangerineDisplayName("Fade Out Time")]
public float FadeTime { get; set; }

Property Value

float

Group

[YuzuMember]
[TangerineKeyframeColor(25)]
public AudioChannelGroup Group { get; set; }

Property Value

AudioChannelGroup

Looping

[YuzuMember]
[TangerineKeyframeColor(20)]
public bool Looping { get; set; }

Property Value

bool

Pan

[YuzuMember]
[TangerineKeyframeColor(23)]
[Validation.Range(-1, 1)]
public float Pan { get; set; }

Property Value

float

Pitch

[YuzuMember]
[TangerineKeyframeColor(24)]
[Validation.Range(0.0625, 16)]
public float Pitch { get; set; }

Property Value

float

Priority

[YuzuMember]
[TangerineKeyframeColor(26)]
public float Priority { get; set; }

Property Value

float

Sample

[YuzuMember]
[TangerineKeyframeColor(19)]
public SerializableSample Sample { get; set; }

Property Value

SerializableSample

Volume

[YuzuMember]
[TangerineKeyframeColor(22)]
[Validation.Range(0, 1)]
public float Volume { get; set; }

Property Value

float

Methods

AddToRenderChain(RenderChain)

Decides what descendant nodes should be added to render chain and under which conditions. This includes children Nodes as well as this Node itself. i.e. if you want Render() of this node to be called you should invoke AddSelfToRenderChain in AddToRenderChain override.

public override void AddToRenderChain(RenderChain chain)

Parameters

chain RenderChain

IsPlaying()

public bool IsPlaying()

Returns

bool

OnTrigger(string, object, double)

Invokes when the trigger property has been changed by animation.

public override void OnTrigger(string property, object value, double animationTimeCorrection = 0)

Parameters

property string

A property name.

value object

A new property value.

animationTimeCorrection double

An animation time correction.

Pause()

public virtual void Pause()

Play()

public virtual void Play()

Resume()

public virtual void Resume()

Stop()

public virtual void Stop()